move old customizations into new custom draw

This commit is contained in:
briaguya 2025-01-21 23:24:33 -05:00
parent c75ca4a1ce
commit 16b25308ca

View File

@ -1,6 +1,9 @@
#include "soh/Enhancements/game-interactor/GameInteractor_Hooks.h" #include "soh/Enhancements/game-interactor/GameInteractor_Hooks.h"
#include "soh/ShipInit.hpp" #include "soh/ShipInit.hpp"
#include "textures/nintendo_rogo_static/nintendo_rogo_static.h"
#include "assets/objects/gameplay_keep/gameplay_keep.h"
extern "C" { extern "C" {
#include "macros.h" #include "macros.h"
#include "z64.h" #include "z64.h"
@ -10,19 +13,115 @@ extern "C" {
extern "C" { extern "C" {
extern void Title_Calc(TitleContext*); extern void Title_Calc(TitleContext*);
extern void Title_Draw(TitleContext*); extern void Title_SetupView(TitleContext*, f32, f32, f32);
} }
extern "C" void CustomLogoTitle_Main(void* gameState) { #define dgShipLogoDL "__OTR__textures/nintendo_rogo_static/gShipLogoDL"
TitleContext* titleContext = (TitleContext*)gameState; static const ALIGN_ASSET(2) char gShipLogoDL[] = dgShipLogoDL;
#define dnintendo_rogo_static_Tex_LUS_000000 "__OTR__textures/nintendo_rogo_static/nintendo_rogo_static_Tex_LUS_000000"
static const ALIGN_ASSET(2) char nintendo_rogo_static_Tex_LUS_000000[] = dnintendo_rogo_static_Tex_LUS_000000;
extern "C" void CustomLogoTitle_Draw(TitleContext* titleContext) {
static s16 sTitleRotY = 0;
static Lights1 sTitleLights = gdSPDefLights1(0x64, 0x64, 0x64, 0xFF, 0xFF, 0xFF, 0x45, 0x45, 0x45);
u16 y;
u16 idx;
s32 pad1;
Vec3f v3;
Vec3f v1;
Vec3f v2;
s32 pad2[2];
OPEN_DISPS(titleContext->state.gfxCtx);
v3.x = 69;
v3.y = 69;
v3.z = 69;
v2.x = -4949.148;
v2.y = 4002.5417;
v1.x = 0;
v1.y = 0;
v1.z = 0;
v2.z = 1119.0837;
func_8002EABC(&v1, &v2, &v3, titleContext->state.gfxCtx);
gSPSetLights1(POLY_OPA_DISP++, sTitleLights);
Title_SetupView(titleContext, 0, 150.0, 300.0);
Gfx_SetupDL_25Opa(titleContext->state.gfxCtx);
Matrix_Translate(-53.0, -5.0, 0, MTXMODE_NEW);
Matrix_Scale(1.0, 1.0, 1.0, MTXMODE_APPLY);
Matrix_RotateZYX(0, sTitleRotY, 0, MTXMODE_APPLY);
gSPMatrix(POLY_OPA_DISP++, MATRIX_NEWMTX(titleContext->state.gfxCtx), G_MTX_LOAD);
if (CVarGetInteger(CVAR_ENHANCEMENT("AuthenticLogo"), 0)) {
gSPDisplayList(POLY_OPA_DISP++, (Gfx*)gNintendo64LogoDL);
} else {
gSPDisplayList(POLY_OPA_DISP++, (Gfx*)gShipLogoDL);
}
Gfx_SetupDL_39Opa(titleContext->state.gfxCtx);
gDPPipeSync(POLY_OPA_DISP++);
gDPSetCycleType(POLY_OPA_DISP++, G_CYC_2CYCLE);
gDPSetRenderMode(POLY_OPA_DISP++, G_RM_XLU_SURF2, G_RM_OPA_CI | CVG_DST_WRAP);
gDPSetCombineLERP(POLY_OPA_DISP++, TEXEL1, PRIMITIVE, ENV_ALPHA, TEXEL0, 0, 0, 0, TEXEL0, PRIMITIVE, ENVIRONMENT,
COMBINED, ENVIRONMENT, COMBINED, 0, PRIMITIVE, 0);
if (CVarGetInteger(CVAR_COSMETIC("Title.NintendoLogo.Changed"), 0)) {
Color_RGB8 nintendoLogoColor = CVarGetColor24(CVAR_COSMETIC("Title.NintendoLogo.Value"), (Color_RGB8){0, 0, 255});
gDPSetPrimColor(POLY_OPA_DISP++, 0, 0, 255, 255, 255, 255);
gDPSetEnvColor(POLY_OPA_DISP++, nintendoLogoColor.r, nintendoLogoColor.g, nintendoLogoColor.b, 128);
} else {
gDPSetPrimColor(POLY_OPA_DISP++, 0, 0, 170, 255, 255, 255);
gDPSetEnvColor(POLY_OPA_DISP++, 0, 0, 255, 128);
}
gDPLoadMultiBlock(POLY_OPA_DISP++, nintendo_rogo_static_Tex_001800, 0x100, 1, G_IM_FMT_I, G_IM_SIZ_8b, 32, 32, 0,
G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMIRROR | G_TX_WRAP, 5, 5, 2, 11);
for (idx = 0, y = 94; idx < 16; idx++, y += 2)
{
gDPLoadMultiTile(POLY_OPA_DISP++, CVarGetInteger(CVAR_ENHANCEMENT("AuthenticLogo"), 0) ? nintendo_rogo_static_Tex_000000 : nintendo_rogo_static_Tex_LUS_000000, 0, G_TX_RENDERTILE, G_IM_FMT_I, G_IM_SIZ_8b, 192, 32,
0, idx * 2, 192 - 1, (idx + 1) * 2 - 1, 0, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMASK,
G_TX_NOMASK, G_TX_NOLOD, G_TX_NOLOD);
gDPSetTileSize(POLY_OPA_DISP++, 0, 0, 0, (192 - 1) << G_TEXTURE_IMAGE_FRAC,
(2 - 1) << G_TEXTURE_IMAGE_FRAC);
gDPSetTileSize(POLY_OPA_DISP++, 1, titleContext->uls, (titleContext->ult & 0x7F) - idx * 4, 0, 0);
gSPTextureRectangle(POLY_OPA_DISP++, 388, y << 2, 1156, (y + 2) << 2, G_TX_RENDERTILE, 0, 0, 1 << 10, 1 << 10);
}
// Draw ice block around spinning N or ship.
if (CVarGetInteger(CVAR_GENERAL("LetItSnow"), 0)) {
f32 scale = 0.4f;
gSPSegment(POLY_OPA_DISP++, 0x08,
(uintptr_t)Gfx_TwoTexScroll(titleContext->state.gfxCtx, 0, 0, (0 - 1) % 128, 32, 32, 1,
0, (1 * -2) % 128, 32, 32));
Matrix_Translate(0.0f, -10.0f, 0.0f, MTXMODE_APPLY);
Matrix_Scale(scale, scale, scale, MTXMODE_APPLY);
gSPMatrix(POLY_OPA_DISP++, MATRIX_NEWMTX(titleContext->state.gfxCtx),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gDPSetEnvColor(POLY_OPA_DISP++, 0, 50, 100, 255);
gSPDisplayList(POLY_OPA_DISP++, (Gfx*)gEffIceFragment3DL);
}
Environment_FillScreen(titleContext->state.gfxCtx, 0, 0, 0, (s16)titleContext->coverAlpha, FILL_SCREEN_XLU);
sTitleRotY += (300 * CVarGetFloat(CVAR_COSMETIC("N64Logo.SpinSpeed"), 1.0f));
CLOSE_DISPS(titleContext->state.gfxCtx);
}
extern "C" void CustomLogoTitle_Main(TitleContext* titleContext) {
OPEN_DISPS(titleContext->state.gfxCtx); OPEN_DISPS(titleContext->state.gfxCtx);
gSPSegment(POLY_OPA_DISP++, 0, (uintptr_t)NULL); gSPSegment(POLY_OPA_DISP++, 0, (uintptr_t)NULL);
gSPSegment(POLY_OPA_DISP++, 1, (uintptr_t)titleContext->staticSegment); gSPSegment(POLY_OPA_DISP++, 1, (uintptr_t)titleContext->staticSegment);
Gfx_SetupFrame(titleContext->state.gfxCtx, 0, 0, 0); Gfx_SetupFrame(titleContext->state.gfxCtx, 0, 0, 0);
Title_Calc(titleContext); Title_Calc(titleContext);
Title_Draw(titleContext); CustomLogoTitle_Draw(titleContext);
if (titleContext->exit || CVarGetInteger(CVAR_DEVELOPER_TOOLS("SkipLogoTitle"), 0)) { if (titleContext->exit || CVarGetInteger(CVAR_DEVELOPER_TOOLS("SkipLogoTitle"), 0)) {
gSaveContext.seqId = (u8)NA_BGM_DISABLED; gSaveContext.seqId = (u8)NA_BGM_DISABLED;
@ -54,7 +153,6 @@ void OnZTitleUpdateSkipLogoTitle(void* gameState) {
void OnZTitleInitReplaceTitleMainWithCustom(void* gameState) { void OnZTitleInitReplaceTitleMainWithCustom(void* gameState) {
TitleContext* titleContext = (TitleContext*)gameState; TitleContext* titleContext = (TitleContext*)gameState;
titleContext->state.main = (GameStateFunc)CustomLogoTitle_Main; titleContext->state.main = (GameStateFunc)CustomLogoTitle_Main;
} }